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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter P » Paper Mario: The Thousand-Year Door - Strategy Guide (Page 08)

Paper Mario: The Thousand-Year Door - Strategy Guide (Page 08)

Below are the cheat codes, hints and help for Paper Mario: The Thousand-Year Door - Strategy Guide (Page 08).

After winning, the robot is destroyed and you get the final Crystal Star, the 
Crystal Star! XD And the awe-inspiring Star Power, Supernova! You win!!

END OF CHAPTER 7

Unfortunately, you don't get to find out what the heck is happening to Peach, 
so we next switch straight to the final Bowser event. (It can't be over!)

POSHLEY HEIGHTS

Bowser is still trailing behind Mario, futilely looking for the Garnet Star. 
Talk to the people around Poshley Sanctum for some funny dialogue, then examine 
the lock on the sanctum door. Bowser manages to smash it off, then enters.

POSHLEY SANCTUM

Bowser walks up to the (fake) Garnet Star and claims it. He's finally got one! 
...or not. Pennington soon approaches the 2 and demands to know who they are. 
(There are some extremely funny names to pick) he then says the one they took 
is a fake and they're welcome to have it. When Bowser asks where the real one 
is, Pennington says he gave it to Luigi. XD Soon, a Paragoomba flies in and 
says Peach has been seen at the Thousand-Year Door. Bowser, as usual, decides 
to give chase to claim the legendary treasure, the Crystal Stars, and Peach all 
at once!

X-NAUT FORTRESS

Your partner *BOOM* comments that you can now open the Thousand-Year Door (what 
else?) and that you should ask Frankly about Peach. First, take the elevator 
down to sublevel 4 and enter TEC's room, which is now unlocked.

Miraculously, TEC is still running, on backup data and emergency power! He 
introduces himself and says that Peach has been taken to the Palace of Shadow 
by Grodus...could he mean behind the Thousand-Year Door? TEC tells you to use 
the teleporter on sublevel 2 and diverts all his power to keep it running. 
Quickly, return to the teleporter and take it back to Rogueport. As soon as you 
use it, TEC says a final goodbye to Peach before the entire base explodes. O_O 
That was close.

ROGUEPORT SEWERS

As soon as you exit the building with the teleporter, Frankly comes and asks 
about what happened. When you tell him what happened, he confirms that Grodus 
took Peach through the Thousand-Year Door, without the Crystal Stars! Frankly 
says he'll meet you at the door. Before following him, finish up anything you 
want to do. Stock up on healing items, buy anything else you need, and finish 
up things with Dazzle, Merlon, and the Trouble Center. Also, if you invested 
with Lumpy after chapter 1, it's time to collect! When you talk to him, he'll 
give you 3 times what you paid him, perfect for stocking up on Ultra Shrooms or 
whatever. Finally, Luigi is in the second floor of the Inn with the final 
chapter of his story. (And an even deeper-fried Blooey) There isn't much else 
to do, since you didn't get any new abilities in chapter 7. I'd recommend being 
at least in your late level 20s for the final chapter. Once you're completely 
ready, go down to the Thousand-Year Door room.

As promised, Frankly is waiting for you at the pedestal. When you step on it, 
the Crystal Stars appear and circle you, then the door flashes red and slowly 
opens. Once you go through it, the final chapter begins.
---
i. Chapter 8: The Thousand-Year Door (Chap8)

Enemies: Swoopula, Dry Bones, Bombshell Bill, B. Bill Blaster, Phantom Ember, 
Dark Bones, Chain Chomp, Dark Wizzerd, Gloomtail, Dull Bones, Red Bones, 
Beldam, Marilyn, Doopliss, Grodus, Bowser, Kammy Koopa, Shadow Queen

PALACE OF SHADOW

The first room of this ancient, evil palace is an huge, ornate entry hall. Get 
used to the architectural style.

The next room is just a long, long staircase with some Swoopulas, stronger 
versions of Swoopers. The Swoopulas still aren't too hard and can be kept off 
with the Zap Tap Badge. You may want a Quake Hammer Badge to dislodge them if 
you aren’t using the Jumpman Badge. If you go down the stairs on the north side 
of the balcony you start on, you can find a Stop Watch.

The next room is a big one, with some new enemies: Dry Bones. These stronger 
Dull Bones have very high stats all-around, including a robust 2 defense. Even 
worse, when defeated, they simply collapse into a pile of bones that comes back 
to life (Or undeath) after a few turns! The only attacks I know of that can 
finish them off forever are Vivian's Fiery Jinx and Bobbery's Bomb and Bob-
ombast attacks. The block near where you enter contains a Shooting Star. The 
lowest level of the room has 2 B. Bill Blasters firing Bombshell Bills at you. 
These enemies are stronger versions on the Bullet Bills and Bill Blasters you 
fought in the Pirate's Grotto, with more defense. As usual, try to either avoid 
the Bills or get first strikes on them; they are easy to defeat, but if they 
survive they can do massive damage. The B. Bill Blasters have 10 HP and 4 
defense, making them extremely tough. Any piercing attack works well on them; 
Art Attack takes them out instantly. After defeating the Blasters, use the 
doors behind them.

The next room is an extremely annoying hallway. There are hidden spikes on it 
that pop out when Mario gets close; if he touches them, he takes 1 damage and 
somehow flies all the way to the beginning of the room. The Slow Go Badge is 
recommended if you have it, since it gives you more time to react to spikes. If 
not, simply push the control stick lightly to walk. There are more Swoopulas in 
here, but they aren't a threat. The red block near the entrance contains the 
All or Nothing Badge, which can be powerful if you're good enough with the 
action command.

In the next room, save your game and proceed right. The path is filled with 
fire here; jump over the rotating fire bars to avoid getting burnt and sent 
back to the beginning. After getting past 3 of these, a circular section has a 
double fire bars. It shouldn't be too hard to avoid. There's also a new enemy 
here: the Phantom Ember. These things are stronger versions of Embers, but 
still aren't hard with the Ice Power Badge equipped. If you can jump onto it, 
you can hit a block with a Boo's Sheet right above the brown thing the double 
flames are attached to. Anyway, go down some stairs to the second part of the 
room. Much like in the water in Keelhaul Key, waves of fire covering the entire 
path rapidly come towards you. Jump over the ones that are on the ground, and 
use Vivian's field skill to avoid the higher ones. Luckily, if you get burnt, 
you're only return to the stairs after the fire bars. You can try doing this in 
Tube Mode which lets you roll under the low bars, but it may be harder to 
maneuver this way.

The next room is just like the red Bones room in Hooktail Castle. When you 
examine the Dark Bones at the far wall, the whole room fills with Dry Bones. 
Clear a path through them with the hammer and chase down the Dark Bones. When 
you reach it, you fight it and 4 Dry Bones. The Dark Bones itself has a 
whopping 20 HP, so try and save it for last. Other than that, it's identical to 
the Dry Bones. Try to weaken the Dry Bones with a multi-hitting attack or Star 
Power, then put them to rest permanently with Fiery Jinx or Bob-ombast so you 
can focus on the Dark Bones. Once he's defeated, he drops a Palace Key. Use it 
to get through the next door.

This next room is much like the third room of the Palace. The block at the top 
contains an Ultra Shroom. (You should already have plenty of healing items and 
Life Shrooms, though) There are Bombshell Bills at the bottom and top levels.

The next room has more enemies and 3 item blocks. The left one has a coin, the 
middle on a P-Up, D-Down P Badge (it's a good idea to equip it), and the right 
one has some Jammin' Jelly.

If you've played Paper Mario, you'll remember the repeating stairs room from 
Bowser's Castle. It's back, and in creepy Renaissance décor! There are two 
levels in this room; you must always go through the door next to the lit 
torch,. If you don't, you must start over. After doing this about 7 or so 
times, you'll finally make it through the room.

The next room is completely different: a huge underground city. There is a 
tower in the back, and bridges over 2 waterways. There are Save and Heart 
Blocks between the bridges, as well as Chain Chomps. (They have massive stats, 
so beat them quickly with piercing attacks, especially Star Powers) Once you've 
cleared the room, look at the 2 Chomp statues near both doors. Throw Bobbery 
into each one to reveal a pipe to the background; hit the ! switches there to 
create Boat Mode docks at the base of the tower and in a pool in the 
foreground. Don't use the dock just yet, however; first, go through the door at 
the right side of the room.

The next 4 rooms are all long, long, identical hallways. They have some enemies 
in them, including some Dark Wizzerds. These fiends have high defense and can 
cast lots of crazy spells much like Magikoopas to mess around with status 
effects. There's a Save Block at the end of the next hallway; use it and make 
sure you have full health for the impending boss battle.

The next room is cavernous and dominated by a huge black dragon. After he asks 
what you're doing in his room, your partner *BOOM* mentions that he looks like 
Hooktail. The dragon is mad that you defeated his younger sister (WHAT!? O_o) 
and introduces himself as Gloomtail, her older brother. Time for your toughest 
fight yet!

MINIBOSS: GLOOMTAIL

Appearance: A gargantuan black dragon with yellow spines and nails. You can 
only see his head.
HP: 80
Attack: 8
Defense: 2
Location: Palace of Shadow
Gloomtail is the middle of the dragon brothers, and the third most powerful 
boss in the game. He loves to use various breath attacks that damage both Mario 
and his partner *BOOM* and may inflict them with status effects like poison. 
The Feeling Fine Badges help greatly in this fight. Use your strongest attacks 
to pierce his defense and keep well-healed. (This fight is one of the best 
times to use Power Lift) Make sure to use Vivian's Veil if he charges to avoid 
taking double-digit damage!

After beating the powerful dragon, you get a Star Key, which will be essential 
later. Also, you can blow up the wall on the right-hand side of the room to 
find a hidden room with an Ultra Shroom and Jammin' Jelly. After getting 
everything, go back through all the hallways to the underground city.

After healing and saving, use the Boat Mode dock in the middle of the area to 
sail down the canal and enter the tower.

The tower consists of 3 central floors linked by a spiral staircase, and a 
total of 8 rooms off the first 2 floors. Each room contains a puzzle that must 
be solved to get a Palace Key, and a cryptic clue to the puzzle. To give you a 
chance of solving these puzzles on your own, I'll post the solutions backwards. 
Going from the door to your left as you enter the tower, clockwise, here are 
the rooms.

-Room #1-
Beyond, beyond, beyond...
Complete All Seven...
Before, before...
.eciwt kcolb thgir eht dna semit eerht kcolb tfel eht tiH

-Room #2-
Four stones, twin stones...
Master of Shadow and Dark...
Two are one, one is two... 
.moor rehto eht ni skaerb kcolb latem gnidnopserroc eht ,ereh ni kcolb enots a 
kaerb uoy nehW .ti evoba eno eht ot deknil si moor sihT

-Room #3-
All you see isn't all there be...
Stones Have Power of Stars...
Touch it to pass through it...
.ti hguorht thgir klaw nac uoy ;noisulli na si moor siht ni llaw dnah-thgir ehT

-Room #4-
The unseen may yet be felt...
So That We, the Great Ones...
Be it here? Be it there?
.moor eht fo retnec eht ni repap emos yawa wolb ot eirrulF esU

-Room #5-
Let fall the weakest... 
And That the Skies Lie...
And build to the strongest...
.htgnerts rieht fo redro eht ni senoB eht taefeD

-Room #6-
Four stones, twin stones...
Can Live Again by the Stone...
Two are one, one is two...
.moor rehto eht ni skaerb kcolb latem gnidnopserroc eht ,ereh ni kcolb enots a 
kaerb uoy nehW .ti woleb eno eht ot deknil si moor sihT

-Room #7-
Straight on, straight onward...
We Know the Stars Spurn Us...
Destroy all in your path...
.yrebboB htiw llaw raf eht bmoB

-Room #8-
The shy one hides his shape... 
But the Stars Bring Balance.
The shy one hides his face...
.hctiws eht ees ot lliks dleif s'naiviV esU

Once you get all 8 Palace Keys, climb the spiral stairs to the third floor of 
the tower. It looks like some kind of planetarium up here. Place the Star Key 
into the pedestal to create 8 other pedestals with keyholes. Insert a Palace 
Key into each of them to make the huge model of the planets move. Back in the 
first hallway leading to Gloomtail's room, the floor lowers to create stairs 
and reveal a lower section of the room. (What does that have to do with a 
planetarium?) Leave the tower now and return to the underground city.

Use the Save and Heart blocks, then go to the door leading to the new corridor. 
Suddenly, Beldam, Marilyn, and Professor Frankly appear. "Frankly" reveals that 
he's really Doopliss, and he was the one you met outside the Thousand-Year 
Door! It's time for a final fight against this ghostly trio!

BOSSES: BELDAM, MARILYN, AND DOOPLISS

Appearance: You should already know what these 3 look like...
HP: 30/40/40
Attack: 5/7/7
Defense: 0
Location: Palace of Shadow
You're fighting 3 old foes at once now, and they're all more powerful than 
before! They have high attack power now, so do your best to keep healed and 
focus on one at a time. Since Beldam has low HP, she should be attacked first. 
She can freeze your whole party or mess around with stats, so take advantage of 
her lack of defense and use your strongest attacks on her! She should go down 
in 2 turns in you've been equipping all the defense-raising Badges possible. 
Next, attack Marilyn. She uses powerful lightning and can charge up an attack 
to do over 20 damage! Use Veil if this happens, and once again use powerful 
attacks to beat her down quickly. Doopliss, as usual, transforms into a party 
member and isn't much of a threat, so save him for last, even though he's in 
front. Don't be afraid to use Star Powers liberally in this fight.

After you defeat the 3 ghosts, go through the right door to the transformed 
corridor.

There are more Dark Wizzerds down here, and the block contains a Thunder Rage. 
After clearing the room, go to the right and blow the wallpaper off the wall at 
the end to reveal a secret tunnel. Get onto Yoshi and follow it up, then have 
him cross the gap at its end to a doorway.

Hitting the red ! switch in here causes a ledge to briefly extend from a wall 
above. Use Koops to hit the switch while you're right before the ledge, then 
cross it, go down some stairs and enter the next room. (The block has a Repel 
Cape in it)

This room has more moving blocks like in Hooktail Castle. Once of them blocks 
off the way forward, so climb the stairs to the left and go through the door.

This part of the first room has 2 blocks that control the big ones in the 
previous room. Hit the green one and go back.

Now that the green block is gone, you can cross the gap with Yoshi. (If you 
fall, there's a springboard in the leftmost part of the room) The next gap is 
too big to cross, but a switch in the pit below controls a purple block you can 
raise up. You can either drop down, and use Bobbery to hit the switch so you 
can get on the block, or just throw him from the top and hope you hit it. Once 
the block is raised, run across it and jump off to the right. You should land 
on a ledge halfway between the top and bottom ones. Get onto Yoshi and cross 
the gap up ahead in the narrow tunnel, then descend some stairs to the door.

There's a wide spike pit up ahead, but a pipe overhead. Stand on the farther 
yellow strip on the carpet and do a Spring Jump to get on it. Cross the pipe 
and repeat the process on the lower carpet strip, then enter the doorway.

The lower part of this room you start in has more Dark Wizzerds guarding a 
chest with a Shooting Star all the way to the left. The stairs in front of the 
entrance lead to another extendable ledge. Throw Bobbery down onto the switch 
to extend it. Once you cross the ledge to the other side, write down the 
pattern of stars you see on the wall, then go up the stairs. Go to the right to 
find some kind of weird ferris wheel. Jump to the lower platform on it and get 
the Palace Key with Koops. Drop back down to the star pattern, climb the 
stairs, and enter the locked door at the top.

Get the Life Shroom (you should already have plenty, though) and go up the 
stairs. The 7 ! switches at the top correspond to the 7 stars you just saw. Hit 
them to light up the stars on the back wall in the same pattern (on, off, on, 
on, off, on, off) This causes the wooden wheel in the previous room to turn. Go 
back to it now.

Now that the wheel is turning, you can reach the other side. (There's another 
highly recommended Life Shroom in the block at the top) Once you're across, 
descend more stairs and go through the door. The way forward is triple-blocked. 
First, have Flurrie blow the brick façade off the giant stone block. Smash it 
with a spinning hammer attack, then Spin Jump the wooden boards underneath to 
fall to a lower part of the room. The block contains a fairly useless Point 
Swap. Anyway, proceed through the doorway in the front.

You're back in the altered hallway, just beyond the pipes over the spike pits. 
Get past the biggest one by carefully walking along the narrow walkway and go 
to the next room.

This is the final hallway before Gloomtail's room. (Not that you can reach it 
now) The ledge you're on is next to a Plane Panel. Use it to reach another tall 
ledge with a doorway.

This back room has another extending ledge, but there's no way to hit it while 
you're at the ledge. Jump while under it as you would any other block, then get 
on Yoshi and ride like the wind to cross the ledge before it retracts. Once you 
make it across, you can get a final Palace Key. Return to the hallway room.

Fall off this ledge and go to the springboard on the far left. (Beware the 
Phantom Embers and try to maximize your Star Power when fighting them, and if 
possible, try to have about 80 or so Star Points) Once you're at the beginning 
ledge, use the Plane Panel again. The 2 ledges right after the middle one have 
a Life Shroom and Shooting Star on them if you need any more healing items. 
Once you have everything you need, return to the Plane Panel and fly all the 
way to the ledge on the opposite side of the room. Unlock the door and go 
through.

This silent room is directly under Gloomtail's room, and is filled with 
pillars. Use the Save and Heart Blocks at the end and go through the door. Get 
ready for the game's final showdown!

The big room you enter appears to be an ornate throne room of sorts. As you 
climb the stairs up to the top, Grodus appears! Since you've never actually 
met, he introduces himself and thanks you for getting all the Crystal Stars. He 
had been planning for you to take the Crystal Star from Crump on the Moon so 
that he could get all 7 from you right here! Time for the first of 3 boss 
battles...

BOSS: GRODUS

Appearance: A large, robed figure with a long golden staff, glasses like 
Crump's, and a huge orb on his head containing a computer with an X on it.
HP: 50
Attack: 7
Defense: 1
Location: Palace of Shadow
The insidious leader of the X-Nauts, Grodus is the main villain of Paper Mario 
2, much to Bowser's rage. He's not too tough physically when you fight him, but 
he has a variety of annoying magical effects. He can cast a variety of spells 
on himself to make things tougher. Even worse, he starts the battle accompanied 
by 4 Grodus Xs and spawns 2 per turn. Try having a partner take the Grodus Xs 
out with attacks like Fiery Jinx or Gale Force, and have Mario go for Grodus 
himself with powerful attacks. Try to save your strength for the next fight and 
not use items, or even better enter this one with at least 80 Star Points so 
you level up in between.

ENEMY: GRODUS X

Appearance: A tiny green, floating X.
HP: 3
Attack: 4
Defense: 0, flying
Location: Palace of Shadow
These tiny robots are the protectors of Grodus. He starts with 4; having this 
many makes him invincible much like with the Yux enemies. When he has less, 
each increases his defense by 1. Since they spawn so fast, try using a partner 
ability (like Fiery Jinx or Gale Force) to wipe them all out every turn and 
leave Grodus open to attack. Defeating him is almost impossible as long as he 
has these!

After you defeat Grodus (defeating him shouldn't be hard if you keep healthy), 
he summons Princess Peach, trapped in a force field, as a last resort. If you 
try and attack him, she'll die! He starts tormenting Mario with lightning and 
prepares to kill her, when the ceiling crumbles and Bowser suddenly falls on 
top of him! (Looks like he didn't plan for everything after all) After finding 
out what's happening, Bowser puts his plan into action and attacks you!

BOSS: BOWSER

Appearance: Oh, come on, I shouldn't have to tell you this...
HP: 70
Attack: 7
Defense: 2
Location: Glitzville/Palace of Shadow
Besides his beefed-up stats, Bowser is unchanged since your grudge match in 
Glitzville. He has the same attacks: a poison bite, fire breath, and an 
ability-removing stamp attack. He can take a while to defeat because of his 
high HP and defense, so piercing attacks may be a good bet if your regular ones 
aren't strong enough. Although this fight may be hard, try not to use any items 
here either. The real battle is yet to come!

BOSS: KAMMY KOOPA

Appearance: A Magikoopa with purple robes, horn-rimmed glasses, and white hair.
HP: 50
Attack: 5
Defense: 0
Location: Palace of Shadow
Kammy Koopa is the leader of the Magikoopas and Bowser's continual companion. 
She accompanies him when he fights you in the Palace of Shadow, and stays in 
the back. She has all the abilities of regular Magikoopas, and because of this 
and her low HP and defense should be taken out before the Koopa King. Use 
powerful attacks that can hit her while she's in the back like the Spring Jump 
and Yoshi's Ground Pound.

After you defeat Bowser, Grodus seems to have unflattened himself and 
disappeared. He's getting away with the princess! Quick, follow him through the 
far-right door!

The second-to-last room in the game is a long, long, long stairway. Consider 
equipping the Feeling Fine Badges for the battle ahead before going further. 
The top end has a Heart Block and Jammin' Jelly; the bottom has a Save Block 
and an Ultra Shroom. Get the healing items if you need them and be sure to use 
the blocks, then proceed through the door at the bottom for the final, final, 
FINAL battle.

The final room is filled and brightly lit with candles as you enter. As you 
probably know, Grodus is waiting with Peach trapped before a stone coffin. He 
finally reveals his whole plan: he'll use Peach as a vessel for the ancient 
demon within the casket! The casket slowly opens and a huge, dark shape slowly 
rises from it... A cutscene plays in which the world slowly turns dark. Back in 
the final room, Grodus offers Peach for the demon, the Shadow Queen, to 
possess. Other parts of the world turn dark, and Peach and the Shadow Queen 
merge into one. Grodus orders the Shadow Queen to destroy you, but she 
disintegrates his body! Soon after, the Shadow Sirens appear. Beldam reveals 
that she's been working to revive the Shadow Queen all along (see a resemblance 
between them?) and was the one who created the rumor of treasure behind the 
door to help get the Crystal Stars. After this, the Shadow Queen finally turns 
to you. Make sure to refuse when she asks you to be her servant, or the game 
will end! (What did you think would happen?) After you defy her, she is angered 
and attacks!

FINAL BOSS: SHADOW QUEEN

Appearance: Peach, looking evil in a black gown and a tall collar behind her 
head/A dark purple thing with giant floating hands, a coiled body with Dark 
Peach inside, a head covered by a huge gold crown except an evilly grinning 
mouth, and translucent hair fanning out behind it.
HP: 150
Attack: 7
Defense: 0
Location: Palace of Shadow
The Shadow Queen is the demon who destroyed the legendary city 1000 years ago, 
and is called forth by Grodus to possess Peach and help him take over the 
world. The battle with her is extremely long. At first, she appears as an evil 
form of Peach, and attacks with magic. She's fairly straightforward in this 
stage, but once you get her to 75 HP she turns into her true form, a terrifying 
apparition. She's invincible in this stage, but keep fighting for 3 more turns, 
at which point she sucks up the souls of your entire audience to fully heal 
herself! After that, a long cutscene ensues in which Mario regains his health 
using Peach's last strength, the Shadow Queen becomes vulnerable, the Crystal 
Stars scatter to their places of origin, and Pennington finally learns your 
real name. After the battle begins anew, go all out to destroy her! Take 
advantage of her low defense by using Power Lift and moves like Mini-Egg. She 
attacks with both her body, two hands, and some Shadow Hands that appear from 
the ground and do damage to you repeatedly. Both of these things respawn every 
few turns and serve to make your life miserable. Use plenty of stylish moves to 
regain your audience. Use attacks like Fiery Jinx or Bob-ombast to take all the 
summoned enemies out and damage the Queen. She can also use a breath attack 
that inflicts status effects like confusion, poison, or allergic. (The last one 
is an obscure status effect that prevents all other status effects; it sounds 
good, but means you can't raise your stats with Power Lift) The Feeling Fine 
Badges can protect you from this attack. (I'm not sure what exactly they work 
on, though) Don't be afraid to use all your healing items; this is the final 
battle, after all. Also, beware of when the Shadow Queen charges her attack 
power; use Vivian's Veil to take cover from the dark blast!

After you finally defeat the Shadow Queen, (you've beaten the game!!) she 
disappears, leaving Peach behind and returning light to the room. Now that 
their mistress is gone, the Shadow Sirens and Doopliss run away. Miraculously, 
Peach is fine after being possessed by the Shadow Queen, and apologizes for 
getting Mario into this. Professor Frankly (the real one this time) comes in 
next with good news. He's found a clue about some real treasure. (Here we go 
again...) Now, follow Frankly and Peach all the way back to Rogueport. (Just 
kidding, you instantly warp there)

ROGUEPORT

You and Peach back at Rogueport pier, ready to go home. All your partners say 
goodbye, but before things can get too mushy, the boat arrives to take you 
back. After a short scene on the boat, you're back at home.

MARIO'S HOUSE

Luigi is talking to you about your journey when you get an E-mail. (QUICK, 
delete it before you start another adventure!) The E-mail is from Goombella! 
She and Frankly have been doing some more research together, and even managed 
to find some actual treasure! She next goes into telling you what happened to 
each of your other partners and some other characters. It turns out that Crump 
and Grodus' computer head managed to survive, and somehow TEC and the moon base 
have returned! After the E-mail, Toadsworth and Peach enter. She's found 
another (hopefully real) treasure map; the boat is waiting. Here you go again!

THE END

...or is it? After beating the game, you can continue playing! The adventure 
re-begins as Mario's boat pulls up to Rogueport harbor once again to be greeted 
by Goombella, who has gotten all your other partners together. You're now free 
to keep playing your beaten game as much as you want. Even better, a few new 
things have opened up. First, if you didn't already, it's definitely time to 
beat the Pit of 100 Trials. (IMO, you haven't truly beaten the game until 
you've conquered it) There are also 3 final troubles at the Trouble Center, and 
another surprise waiting for you at Poshley Sanctum...
-------------------------------------------------------------------------------
7. Sidequests (Sdequ)

Listed in this section are some of the biggest sidequests Mario can embark on 
in the game, namely the Pit of 100 Trials and the Trouble Center.

>>>>>>>>>>>>>>>>>
PIT OF 100 TRIALS
<<<<<<<<<<<<<<<<<

The Pit of 100 Trials' name is fairly self-explanatory. It's a deep, deep pit 
to the left of the Thousand-Year Door room with 100 levels of increasingly 
difficult enemies, the ultimate endurance test. (Actually, it's probably closer 
to 88) They start out as extremely easy enemies from the beginning of the game 
(supplemented by Gloombas) and eventually become incredibly tough enemies found 
only in the Pit. These Pit-exclusive enemies include:

GLOOMBA
PARAGLOOMBA
SPIKY GLOOMBA
DARK KOOPA
DARK PARATROOPA
BADGE BANDIT
SPUNIA
WIZZERD
DARK LAKITU
SKY-BLUE SPINY
ARANTULA
SWAMPIRE
DARK BRISTLE
POISON PUFF
BOB-ULK
PIRANHA PLANT
ELITE WIZZERD

Sound tough? Believe me, it is. To prevent cheapness, the Bump Attack and First 
Attack Badges don't work either. And if you manage to make it through all the 
other trials, get ready for the ultimate one at the hundredth level: the 
toughest boss in the game, Bonetail. What is your motivation for doing all 
this, you ask? The prizes, of course! Every 10 floors, you'll come across a 
safe room with a pipe to the surface (or near the surface) and a treasure chest 
containing a useful prize.
Floor 10: Sleepy Stomp Badge
Floor 20: Fire Drive Badge
Floor 30: Zap Tap Badge
Floor 40: Pity Flower Badge
Floor 50: Strange Sack
Floor 60: Double Dip Badge
Floor 70: Double Dip P Badge
Floor 80: Bump Attack Badge
Floor 90: Lucky Day Badge
Floor 100: Return Postage Badge
Those are some great prizes, no? However, it will be a while before you can 
even think about beating the Pit. You should be at least in the upper 20s, and 
the lower 30s work better. It's especially important to have a lot of BP. 
However, there is one thing to note. The enemies are pretty easy before the 
50th floor. It's a good idea to get to the 50th floor and get the ultra-useful 
Strange Sack, then return to the surface and use it to stock up on more 
powerful healing items before beating the Pit.

Two other things of note. Charlieton (the man in red and white from Rogueport 
Square) can be found randomly down the Pit. (Who knows how he got there) He'll 
sell you the following items to restock and heal. They get more expensive the 
further down you are, though.
Fire Flower-10 Coins
Honey Syrup-10 Coins
Maple Syrup-20 Coins
Mushroom-5 Coins
Super Shroom-20 Coins
Thunder Rage-20 Coins
If you have the Money Money Badge, it's pretty easy to get enough to buy what 
he sells and stay healthy, though he doesn't sell any powerful healing items or 
Life Shrooms, so you should stock up on those beforehand. You may also 
encounter Movers on random floors. These mysterious Punies can move you 2 
floors down, 5 floors down, or back to the surface for a fee. (I believe it's 
10 coins for 2 floors or the surface, and 30 coins for 5 floors) If you have 
Money to spare, it's a great way to reach Bonetail faster. (Make sure not to 
skip any floors with treasure)

Anyway, on to some good tactics to use in the Pit. I already said high BP is a 
good idea; this is because you can use it to equip things like HP or FP-raising 
Badges, effectively turning your BP level-up into something else and letting 
you switch back any time. You can also equip lots of attack-raising Badges, 
which makes beating the Pit-exclusive enemies easier. (If you equip 2 Power 
Plus, Jumpman, All or Nothing, and the P-Up, D-Down Badges, you can do 16 
damage per jump attack) You may want to wait until you've beaten the game so 
you have plenty of Badges and things to choose from.

Another element of Pit strategy is Star Powers. You should always try to use 
Star Powers to keep healthy and end trouble situations soon instead of items, 
which you have a limited supply of and should be saved for the boss. Whenever 
possible, use Sweet Treat or Sweet Feast to heal, and practice using stylish 
moves to refill your Star Power quickly. You can also use attack moves like 
Supernova or Showstopper if you're up against exceedingly tough enemies.

Other than those tips, it's all up to you. Become good at guarding, equip great 
attack-raising Badges, use Star Powers like crazy, and fight like you've never 
fought before! That is, until you reach the boss, which is when things get a 
little different. Bonetail is the oldest of the dragon siblings, and incredibly 
tough. He has massive HP, attack, and defense, and his breath attacks can 
induce status effects on both active party members. Hopefully you've been 
saving your healing items, because you'll need your Star Power for Power Lifts 
and possibly Sweet Feasts. This move can be incredibly helpful defeating 
Bonetail, letting you deal much more damage as you wail on him. Try having 
Yoshi out when you Power Lift, then use Mini-Egg for massive damage! If you 
brought Life Shrooms, it's probably safe to keep Mario in front taking much of 
the damage. If not, keep your partners out there to absorb claw hits. (Though 
they don't help against the breath attacks) It seems cruel, but it's just about 
the only way to take him down if you forgot to stock up.

If you manage to defeat Bonetail, congratulations. There isn't anything in this 
game you can't do. Enjoy your powerful Badges!

>>>>>>>>>>>>>>
TROUBLE CENTER
<<<<<<<<<<<<<<

The Trouble Center is a plain building found in East Rogueport, next to 
Bobbery's house. It's your main source of sidequests in the game; Troubles are 
posted on the bulletin board after every chapter. If you want to help someone 
on the board out, take their trouble one and solve it to get some kind of 
prize. If you decide you want to do a different one halfway through, you need 
to pay a fee to cancel the Trouble you're on.

Trouble Name: Need a Key!
Client: Garf (East Rogueport)
Reward: 20 Coins 
Available: Prologue
This is a simple trouble. Garf has lost the key to his house and needs you to 
find him. Meet him outside his house in East Rogueport (across the waterway), 
then go back to the square and enter the Inn. Climb the stairs and exit via the 
second floor, then get the key just to the left of the Lovely Howz of Badges 
entrance. When you bring it back to him, you not only get some coins, but also 
entry to his fairly boring house.

Trouble Name: Safe Delivery...
Client: McGoomba (Rogueport Square)
Reward: 20 Coins
Available: Prologue
McGoomba needs you to deliver some kind of "package" to Goomfrey, in secret. 
Find him in the back alley of Rogueport square, then deliver it to Goomfrey 
just outside Frankly's house in East Rogueport. Now, destroy this FAQ to erase 
the evidence! (Or maybe not)

Trouble Name: Price Adjustment.
Client: Arfur (East Rogueport)
Reward: 20 Coins
Available: Prologue
Arfur is contemplating opening his own store, but wants to know the prices of 
his competition: The Toad Bros. Bazaar. Conveniently enough, you can find him 
standing just outside the Trouble Center. He asks you to tell him the prices of 
Tasty Tonic, a Fire Flower, and Sleepy Sheep at the Bazaar. (Because of some 
weird business restriction, he can't enter the store on his own) Head over and 
write down/memorize the prices of these items, then return to Arfur. He asks 
you some questions about the prices, which should be pretty easy to answer even 
if you didn't get the prices. (BTW, they're 3 for Tasty Tonic, 8 for Sleepy 
Sheep, and 10 for a Fire Flower) After learning about the Bros.' low, low 
prices on paper towels and grout clean-I mean, useful items, he realizes he 
can't possibly compete with them. He still somehow finds a way to get an easy 
20 coins for your reward.

Trouble Name: Find This Guy!
Client: Goomther (Rogueport Square)
Reward: 20 Coins
Available: Prologue
Goomther has gotten fed up with getting mooched off of, and asks for your help 
to do something about it. As usual, he's pacing Rogueport Square. He tells you 
to look for the bandit Larson, who has stolen some coins from him, in the 
secret alley in East Rogueport. To reach it, try to walk into the seemingly 
solid center of the wall next to Merlon's house. The center section is actually 
a separate wall apart from the sides, as the camera shows when you walk into 
it. Walk down this secret alley and confront Larson, who flees. Go back and 
talk to Goomther, then follow his instructions again and search for him on the 
pier. He once again runs when you reach him. Talk to Goomther, then look in the 
back alley of Rogueport Square, behind the inn. He finally gives up and 
promises to return the coins. (Strange how you trust him) Talk to Goomther 
again to collect your reward.

Trouble Name: Hit Me, Please!
Client: Mousimilian (Rogueport Square)
Reward: A get-rich-quick scheme
Available: Prologue
Mousimilian has forgotten his new plan for getting rich, and needs you to help 
him remember by...hitting him on the head. Find him standing outside the Toad 
Bros. Bazaar and get to work. Keep in mind, it can take a LONG, LONG, LOOOOONG 
time to make him remember. Keep hitting him until he does, even if he gives up 
and says it's no use. Eventually, he'll finally remember: he was going to buy 
some Sleepy Sheep at the Toad Bros. Bazaar, then sell them at Niff T's Shop in 
Petalburg for a 2-coin profit. This isn't a very good tip, since it's too 
inconvenient to travel between the two towns. Defeating enemies is a fast way.

Trouble Name: I'm Hungry!
Client: Bomberto (Rogueport Harbor)
Reward: 11 Coins
Available: Prologue
Bomberto is one of the Bob-omb sailors at the Rogueport pier. His wife forgot 
to pack his lunch, and he's famished. Give him any edible item you have, 
preferably a cheap one, for a quick payoff.

Trouble Name: Try to Find Me!
Client: Koopook (Hooktail Castle)
Reward: Special Card, Life Shroom
Available: After chapter 1
Koopook is a champion hide-and-seeker, and has hidden himself in Hooktail 
Castle. After conquering the castle, you can return to try and find him. Stand 
on the walkway right outside the door to the storage room where you met Ms. 
Mowz and drop off to land on a ledge where Koopook is hiding. Talk to him to 
get the Special Card, which lets you play the Plane minigame and buy things at 
the Pianta Parlor. Before leaving, use Paper Mode to slip between some bars on 
the ledge and get a life Shroom you should save for a later Trouble.

Trouble Name: Listen to Me!
Client: Mayor Kroop (Petalburg)
Reward: Turtley Leaf
Available: After chapter 1
Apparently, Mayor Kroop is feeling lonely. How not-worthy-of-your-time. Anyway, 
in order to get an item you could just pick from his private orchard, you'll 
have to visit him and listen to him ramble on...and on...and on... After the 
longest and most boring lecture imaginable about nothing in particular, grab 
your worthless prize and run for your sanity!

Trouble Name: Order me an Item!
Client: Plenn T. (Rogueport)
Reward: Ultra Shroom
Available: After chapter 1
In case you didn't know, Plenn T. is the Toad inside the Toad Bros. Bazaar who 
handles shop services. He's also run out of Courage Shells. (What does he use 
them for if the shop doesn't even sell them?) He needs you to bring him 5 of 
them. Give him any you've picked up on your adventure, then get the rest for 5 
coins each at Niff T's Shop in Petalburg.

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